Obscurity / noble-experiment

A noble experiment.
0 stars 0 forks source link

Economics. #11

Open MistakeNot4892 opened 9 years ago

MistakeNot4892 commented 9 years ago

Adaptive player-driven economic system.

Obscurity commented 9 years ago

Here's my brainstorming-

Harvesting resources! Players should be able to do this most efficiently, although hiring NPCs to do so at a less efficient (but overall more consistent rate, which doesn't waste player time) should also be a valid option. It was mentioned before that guarding routes to and from resources should be a valid option. Players can do this. So can NPCs.

Maybe you can place small, procedurally generated areas on the world map that reflect, say, mines? Or farms? Sort of like tile improvements from Civ, hesitant as I am to draw the comparison. Different resources would come out of different terrain, obviously. Players and NPCs can both work these. They can be claimed or taken by an opposing faction, and will supply resources provided there's an open route.

That concerns the sources of raw materials. These materials can then be turned, by players, into various usable items and amenities. Unlike with the process of gathering resources, which can be automated by NPCs with a little work, turning resources into goods requires the player to invest some effort. It's possible that with enough resources, you could construct a factory, which allows NPCs to turn out a few certain kinds of items when they have the resources to do so - but this would be a heck of a gold sink, and not available to most players. Flipside - you could WORK in a factory and earn whatever wage the owner is paying.

Now there's a thought. Player-driven economic system, where quests and jobs emerge based on player activity. Might be a bit much - hard to say.

Money - I think the starting hub should have its own currency, which has become the world standard. Keep things simple, at least in that regard.